Along with her departure, Maxis will now operate under EA’s mobile label. Sims Studio head Rachel Franklin will take over Maxis for Bradshaw.

“Through 23 years with our company, Lucy has brought an incredible passion for games and our player community,” said CEO Adam Wilson in a statement.

“I want to thank Lucy for her dedication to EA, her contributions to Maxis, and the creative spirit she infused in every one of her teams and projects. We wish her the best as she takes on her next adventure.”

]]>http://www.vg247.com/2015/09/25/the-sims-boss-lucy-bradshaw-exits-ea-after-23-years/feed/0Maxis’s Lucy Bradshaw named EA senior vice presidenthttp://www.vg247.com/2013/10/02/maxiss-lucy-bradshaw-named-ea-senior-vice-president/
http://www.vg247.com/2013/10/02/maxiss-lucy-bradshaw-named-ea-senior-vice-president/#commentsWed, 02 Oct 2013 22:04:19 +0000http://www.vg247.com/?p=414108A new SEC filing has confirmed some details of EA’s recent executive reshuffle, and outed Maxis general manager Lucy Bradshaw’s new title. As reported by GameInformer, Bradshaw is now one of EA’s senior vice presidents. There has been no update on the new roles of other EA bosses.
]]>http://www.vg247.com/2013/10/02/maxiss-lucy-bradshaw-named-ea-senior-vice-president/feed/4SimCity “not an offline experience, in many ways an MMO,” says Maxishttp://www.vg247.com/2013/03/15/simcity-is-not-an-offline-experience-and-in-many-ways-an-mmo-says-bradshaw/
http://www.vg247.com/2013/03/15/simcity-is-not-an-offline-experience-and-in-many-ways-an-mmo-says-bradshaw/#commentsFri, 15 Mar 2013 21:01:49 +0000http://www.vg247.com/?p=349722Maxis GM Lucdy Bradshaw has taken to EA’s The Beat blog to touch upon SimCity’s online components along with “straight answers” regarding the always-connected topic.

When developing the game, Bradshaw said the always-online component wasn’t added as a “an order from corporate,” nor was it implemented as a “clandestine strategy to control players.”

“It’s fundamental to the vision we had for this SimCity,” she said. “From the ground up, we designed this game with multiplayer in mind – using new technology to realize a vision of players connected in regions to create a SimCity that captured the dynamism of the world we live in; a global, ever-changing, social world.

“The game we launched is only the beginning for us – it’s not final and it never will be. In many ways, we built an MMO.”

Bradshaw went on to state the simulation title and its graphics engines are “more detailed than ever and to give players lively and responsive cities,” and the game being online allows the team to keep the simulation state of the region up to date for all players, even when playing solo.

She then went into detail on what the servers store, and what they were meant to be capable of achieving for players.

“Could we have built a subset offline mode? Yes. But we rejected that idea because it didn’t fit with our vision,” she continued. “We did not focus on the “single city in isolation” that we have delivered in past SimCities. We recognize that there are fans – people who love the original SimCity – who want that.

“But we’re also hearing from thousands of people who are playing across regions, trading, communicating and loving the Always-Connected functionality. The SimCity we delivered captures the magic of its heritage but catches up with ever-improving technology.”

You can read the full thing through the link.

]]>http://www.vg247.com/2013/03/15/simcity-is-not-an-offline-experience-and-in-many-ways-an-mmo-says-bradshaw/feed/19SimCity: ‘harsh reviews are fair’, says studio managerhttp://www.vg247.com/2013/03/14/simcity-harsh-reviews-are-fair-says-studio-manager/
http://www.vg247.com/2013/03/14/simcity-harsh-reviews-are-fair-says-studio-manager/#commentsThu, 14 Mar 2013 12:05:04 +0000http://www.vg247.com/?p=349036SimCity’s launch has been fraught with turmoil, thanks to server issues, DRM finger-pointing and reviews that slam the game based on server-side problems instead of on merit. In a new interview, Maxis general manager Lucy Bradshaw has stated that the criticism is perfectly understandable and fair.

Speaking with CVG on the game’s issues, Bradshaw said, “We understand that there are some people who reviewing SimCity on its merits as a game, and some are reviewing it on its merits as a service. To that degree, I don’t disagree with the way in which reviews have been handled.

Some may call it unfair that we are being punished for our server issues, but it is fair. SimCity is an online game and everyone – fans and critics – have every right to expect the experience to be smooth from start to finish. My hope is that some of those reviewers will revisit the game now that we have smoothed out that experience.”

Although Bradshaw’s sentiment can be applauded, at the end of the day many gamers and critics seemed to overlook the fact that people have worked on this game for many, many years, and there’s no way that they wanted this messy launch to happen. That’d just be madness.

Bradshaw continued, “I’ve been at the Maxis studio almost 24/7 since we launched on March 5 and I have an open rapport with each and every one of them. I’ve been a part of Maxis since 1997 when I was brought in to oversee development on SimCity 3000 and I’ve worked with a number of people on the team for years.

“I feel like I let them down, this was my responsibility, but I tell them what we all know: SimCity is a wonderful game and that we should all be proud of the effort that went into making it. I’m taking every step possible to bring the game to stability so that the rest of the world can enjoy all of their hard work.”

“I had hoped to issue an All-Clear tonight, but there are still some elements coming together,” she added. “Tonight and tomorrow we’ll be monitoring each server and gameplay metrics to ensure that the service remains strong and game is playing great. We need a few more days of data before we can assure you that the problem is completely solved and the game is running at 100%.”

The developer reiterated yesterday’s message that “tens of thousands” of new players are able to get online, and thanked gamers again for their positive response to the game despite its fairly dire launch.

“You put your faith in us. You bought the game with the understanding that we’d quickly fix the server issues. For that support – that incredible commitment from our fans – we are deeply grateful. As the general manager of Maxis, I want you to know that we cherish your faith in us, and the love you’ve shown for this franchise,” she concluded.

]]>http://www.vg247.com/2013/03/11/simcity-connectivity-issues-almost-behind-us-crashes-down-92/feed/3SimCity “situation is good, but not good enough”, says Maxishttp://www.vg247.com/2013/03/10/simcity-situation-is-good-but-not-good-enough-says-maxis-boss/
http://www.vg247.com/2013/03/10/simcity-situation-is-good-but-not-good-enough-says-maxis-boss/#commentsSun, 10 Mar 2013 22:29:09 +0000http://www.vg247.com/?p=347739SimCity developer EA Maxis claims to have improved server response time by a factor of 40, and warned of rolling downtimes as it applies fixes to each server.

In an update on the EA blog, Maxis boss Lucy Bradshaw said the team has achieved plenty so far but will continue to improve performance.

“Maxis continues to make huge progress in addressing the lag and server-capacity issues we experienced at launch. We’ve improved our server response time by 40x, we’ve doubled the number of players in the game at the same time and reduced server down times,” she said.

“The situation is good, but not good enough. And since my boss is one of the negatively affected we’re still driving hard to get everyone online, playing together, and no hitches.”

Maxis has begun launching new servers to help ease the load, including a new Antarctica one; servers aren’t region-locked so feel free to get on board if your local servers are full – especially as the new ones come pre-patched.

“The new servers we rolled out have a new faster set up. We are now dedicated to updating our original servers so that those of you who have been playing these past few days can get the benefits on servers where your cities are played,” Bradshaw explained.

“To do this, we will have to take the original servers down one by one to upgrade them. The improvements will be worth the downtime, and thanks for hanging with us as we do this. We’ll also be adding more tonight as well. We’ll be sending out detailed info shortly through our community forums and launcher.”

Bradshaw said the game is now welcoming “tens of thousands” of new players every day, and thanked players for continuing to support the game – and keep their tempers – during a more than rocky launch.

]]>http://www.vg247.com/2013/03/10/simcity-situation-is-good-but-not-good-enough-says-maxis-boss/feed/18SimCity players to receive free PC game for their troubleshttp://www.vg247.com/2013/03/09/simcity-players-to-receive-free-pc-game-from-ea-for-their-troubles/
http://www.vg247.com/2013/03/09/simcity-players-to-receive-free-pc-game-from-ea-for-their-troubles/#commentsSat, 09 Mar 2013 13:57:08 +0000http://www.vg247.com/?p=347609EA is offering an olive branch to SimCity players by way of a free PC game, as an apology for the server issues stemming from the game’s launch. The firm has also said it is “definitely looking into” an offline mode for the title.

According to an email from the firm we received overnight, the free PC game is from EA’s portfolio which can be redeemed on March 18 by SimCity players who have activated their game.

An email will be sent to players instructing them on how to redeem their free game.

“I know that’s a little contrived – kind of like buying a present for a friend after you did something crummy,” said Maxis boss Lucy Bradshaw in the announcement. “But we feel bad about what happened. We’re hoping you won’t stay mad and that we’ll be friends again when SimCity is running at 100%

“The server issues which began at launch have improved significantly as we added more capacity, but some people are still experiencing response and stability problems that we’re working fast to address.

“A lot more people logged on than we expected. More people played and played in ways we never saw in the beta. OK, we agree, that was dumb, but we are committed to fixing it. In the last 48 hours we increased server capacity by 120%. It’s working – the number of people who have gotten in and built cities has improved dramatically. The number of disrupted experiences has dropped by roughly 80%

“So we’re close to fixed, but not quite there. I’m hoping to post another update this weekend to let everyone know that the launch issues are behind us.”

Bradshaw went on to state that while SimCity is “fundamentally a great game,” it is made to be played online, and “if you can’t get a stable connection, you’re NOT having a good experience.”

“So we’re not going to rest until we’ve fixed the remaining server issues,” she added.

On Twitter, Bradshaw answered various questions tweeted to her through the SimCity account, and at one point, someone asked if Maxis was looking into taking the game offline.

“We have no intention of offlining SimCity any time soon but we’ll look into that as part of our earning back your trust efforts,” read her reply. “[But] we’re definitely looking into this as we know it would improve your experience.”

]]>http://www.vg247.com/2013/03/09/simcity-players-to-receive-free-pc-game-from-ea-for-their-troubles/feed/76SimCity boss talks “challenging” launch in internal company memohttp://www.vg247.com/2013/03/08/simcity-boss-talks-challenging-launch-in-internal-company-memo/
http://www.vg247.com/2013/03/08/simcity-boss-talks-challenging-launch-in-internal-company-memo/#commentsFri, 08 Mar 2013 15:49:34 +0000http://www.vg247.com/?p=347515An internal memo from EA has surfaced which shows just how much trouble Maxis had with the launch of SimCity.

The memo, obtained by Polygon and written by Maxis GM Lucy Bradshaw starts off with praise for the team and the game itself before discussing launch troubles.

“The rollout in North America has been challenging,” wrote Bradshaw. “It’s also now evident that players across Europe and Asia are experiencing the same frustration.

“I’d like to say that it’s not fair — that the game score shouldn’t be punished for a server problem. But it is fair. SimCity is an online game and critics and consumers have every right to expect a smooth experience from beginning to end.

“I and the Maxis team take full responsibility to deliver on our promise.”

Yesterday, the game’s senior producer Kip Katsarelis took to the EA forums to let players know the team was “adding even more servers which will be going live over the next three days.”

“Our plan is to continue to bring more servers online until we have enough to meet the demand, increase player capacity and let more people through the gates and into the game,” she wrote.

EA also issued a hotfix disabling features such as leaderboards, achievements, and cheetah speed to help with the server load.

Meanwhile, Maxis has also taken to Twitter to state that “there are no current plans to move SimCity to console,” despite other titles in the series being released on both consoles and handhelds.

]]>http://www.vg247.com/2013/03/08/simcity-boss-talks-challenging-launch-in-internal-company-memo/feed/6EA says ‘thank you’ to gamers for support in Zynga lawsuithttp://www.vg247.com/2012/08/07/ea-says-thank-you-to-gamers-for-support-in-zynga-lawsuit/
http://www.vg247.com/2012/08/07/ea-says-thank-you-to-gamers-for-support-in-zynga-lawsuit/#commentsTue, 07 Aug 2012 09:16:00 +0000http://www.vg247.com/?p=283490EA is currently locking legal horns with Zynga over claims that the latter copied The Sims Social. Lucy Bradshaw, general manager of the Maxis label as issued a statement thanking gamers for their support throughout the issue.

“Last week I posted a note to explain why I felt the need to pursue legal action against Zynga for their blatant copying of The Sims Social. The complaint is now on file in United States District Court in San Francisco.

“This action definitely touched a nerve in the gaming community. The response from peers within the industry, EA and Maxis employees and players of not only The Sims but all games in support of EA’s action was amazing and fast.

So here’s another post to simply say Thank You. Your kind words and emotional support add strength to my conviction that we’re doing the right thing.”

]]>http://www.vg247.com/2012/08/07/ea-says-thank-you-to-gamers-for-support-in-zynga-lawsuit/feed/3EA slaps Zynga with a copyright infringement suit over Facebook game The Villehttp://www.vg247.com/2012/08/03/ea-files-copyright-infringement-suit-against-zyngas-facebook-game-the-ville/
http://www.vg247.com/2012/08/03/ea-files-copyright-infringement-suit-against-zyngas-facebook-game-the-ville/#commentsFri, 03 Aug 2012 18:18:01 +0000http://www.vg247.com/?p=282824EA has filed a lawsuit against Zynga over its Facebook game The Ville over copyright infringement. The firm said the causal game maker has “copied the original and distinctive expressive elements,” of The Sims Social.

“A case of principle”

According to Maxis GM Lucy Bradshaw, The Ville is in clear violation of US copyright laws.

“The legal reasons are solid,” she said on EA’s The Beat. “But for creative teams who feel that their hard work and imaginations have been ripped off, there’s obviously an emotional element too.

“When we launched The Sims Social in August 2011, Maxis brought the distinctive universe of our world-renowned franchise, The Sims, to Facebook. We created a game that allowed players to create Sims that can interact with the Sims of their Facebook friends. It was an instant hit, gaining tens of millions of users, many of whom continue to play the game after nearly a year since launch.

“As outlined in our complaint, when The Ville was introduced in June 2012, the infringement of The Sims Social was unmistakable to those of us at Maxis as well as to players and the industry at large. The similarities go well beyond any superficial resemblance. Zynga’s design choices, animations, visual arrangements and character motions and actions have been directly lifted from The Sims Social. The copying was so comprehensive that the two games are, to an uninitiated observer, largely indistinguishable. Scores of media and bloggers commented on the blatant mimicry.”

Bradshaw said the lawsuit is “a case of principle,” as Maxis isn’t the first studio to claim Zynga copied its creative product.

“We are the studio that has the financial and corporate resources to stand up and do something about it,” she said. “Infringing a developer’s copyright is not an acceptable practice in game development.

“By calling Zynga out on this illegal practice, we hope to have a secondary effect of protecting the rights of other creative studios who don’t have the resources to protect themselves.

“We are confident in our position, and that we will prevail, but even if we do not, we will have made a point.”

Zynga has been accusing of copying games before, and you can get a good idea of how deep the firm’s inspiration goes over on GamesNews.

An “ironic” lawsuit

Zynga general counsel Reggie Davis has responded to EA Maxis’ lawsuit against the firm as “ironic” and the firm plans to defend its rights “to the fullest extent possible.”

“We are committed to creating the most fun, innovative, social and engaging games in every major genre that our players enjoy,” he said. “The Ville is the newest game in our ‘ville’ franchise – it builds on every major innovation from our existing invest-and-express games dating back to YoVille and continuing through CityVille and CastleVille, and introduces a number of new social features and game mechanics not seen in social games today.

“It’s unfortunate that EA thought that this was an appropriate response to our game, and clearly demonstrates a lack of understanding of basic copyright principles. It’s also ironic that EA brings this suit shortly after launching SimCity Social which bears an uncanny resemblance to Zynga’s CityVille game. Nonetheless, we plan to defend our rights to the fullest extent possible and intend to win with players.”

The Ville has been called similar to Sims Social by many reviewers, IndieSocialGames for one called it “very similar…[but] not a complete clone,” however, the reviewer felt the two were similar enough “to be worthy of mention” in the review.

“I think that’s why we have to be really, really good about the service that we provide. Electronic Arts is investing quite a bit in making sure we’re locked and loaded,” the designer replied.

“If you’ve seen some of our recent launches they’ve been really quite flawless. Battlefield had huge amounts of players and stayed extremely stable, and think SWTOR was one of the most absolutely stable MMO launches.

“We understand that, when we go down this path, one of the things we have to do is provide really great service. Not only in the steps that a player takes to get into the game, but also in the game services themselves.”

Although you will need to be online to play, Maxis has said repeatedly that it has some sort of “nice, graceful” solution to common problems like drp outs mid-game, so players don’t lose progress should their modem spontaneously combust in the middle of construction.

“I don’t want people to have to tolerate bad connection or downtime. The asynchronous multiplayer aspect to what we’re doing allows us to be very graceful in how we address any kind of hitches,” Bradshaw reiterated.

“We also take very seriously games as a service. And I do think, yup, as with any technology there’s going to be moments of ‘here we go’ and we’ve seen it with hordes coming in and systems that are overloaded and what not. But we ultimately have come up with more and more graceful ways to deal with that. And I think the opportunities it affords in terms of gameplay are so significant, that if we’re not going to push in that space and stay on these little self-contained islands that we’re not going to explore new gameplay.”

“We are adding curvy roads,” she noted as a humorous to for fans of the series, before launching into a more detailed explanation.

The new game will have “tactility” – roads are “carved” into landscapes, and a cloud of dust arises when buildings are plunked down. Maxis wants to make building a city “the most fun” experience.

“The buck stops at simulation,” Bradshaw said of Maxis, mentioning major updates to the simulation engine including economic details for individual Sims.

“Resources are finite,” she said, explaining that players will face questions which challenge people today, with individual Sims able to lose jobs and buy property, for example.

As well as increased simulation features, Maxis has built a new physics engine – perfect for natural disasters like blizzards.

There will be social features too; polluters will find themselves unpopular with friends when their emissions drift to connected towns. Global leaderboards will track resource use, cleanliness, pollution, and wealth, among other factors. All possible scenarios are “viable” Bradshaw noted; the game won’t insist players take an environmental or socially-minded route to succeed.

“We’re not trying to make the most complex SimCity. Our goal is to make the most playful SimCity yet,” Bradshaw said. As such, information regarding the city will not be buried in menus, but visible direcftly in the game’s graphics.

Bradshaw mentioned the “huge advances in the PC space” since Sim City 4 shipped ten years ago, with smartphones now boasting the computational power required to run the last core release in the series.

A trailer was shown, but it wasn’t clear if the graphics were in-engine or a cinematic; a city was shown lighting up as a power plant was slotted into place, which was super cool.

EA strongly messaged its collaboration with organisations working for global change, introducing filmmaker Davis Guggenheim, director of documentary global warming documentary An Inconvenient Truth. The director said one of the biggest problems in effecting change against global warming is a massive psychological barrier that facts, reports and documentaries can’t always penetrate. Guggenheim described SimCity as “artistry”, enthusing over its graphics.

The filmmaker said a game “gets under your skin”, is something people want to do, and as such, has significant potential to change minds, adding that he stands “in awe” of game markers, and told a cute anecdote about a PlayStation product announce around ten years ago near a film set, in which a request to turn the volume down while filming was happening was met with a negative response. “This is Sony, and they make a lot more money than you do. You can wait till our party is finished,” he remembered.

Twitter co-founder Biz Stone also made an appearance to discuss the creation of technology solutions which effect social change; he was followed by charity:water CEO and founder Scott Harrison with a similar message about crowdsourcing change.

“We’d like to thank the millions of fans who have helped make SimCity synonymous with the city-building genre. This is a franchise that means the world to us at Maxis and we’re happy to be bringing it back home where we are reimagining it for an entirely new generation of players,” Bradshaw said in a press release issued after the announce.

“Using our proprietary GlassBox Engine, SimCity for PC will equip players with the tools to play the most sophisticated simulation of its kind. We are dedicated to making sure the experience – no matter the platform – has the fun, flavor and playability that has been intrinsic to the franchise since its birth.”

]]>http://www.vg247.com/2012/03/07/new-sim-city-announced-at-ea-gamechangers-events/feed/24No Spore demo, but expansions plannedhttp://www.vg247.com/2008/08/15/no-spore-demo-but-expansions-planned/
http://www.vg247.com/2008/08/15/no-spore-demo-but-expansions-planned/#respondFri, 15 Aug 2008 19:58:01 +0000http://www.videogaming247.com/2008/08/15/no-spore-demo-but-expansions-planned/Speaking to Eurogamer tonight, Spore exec producer Lucy Bradshaw confirmed that there’s going to be no Spore demo, but that expansions to the now-gold sim game are planned.

“When we started Spore, we were thinking about how we’d make an engine that had the possibility of expansion, so yes, we’ll add to the experience,” she said.

“I think, however, we have a very cool opportunity to take Spore in a few different directions too. The editors are so cool and fun, that we want to advance those as well as the gameplay that we put into the core game.”

The news comes from a live interview on the site, the transcript of which is here.

God knows how many years in the making, Spore finally went gold today ahead of its September 5 release. We could talk, but we won’t: there’s nothing you don’t already know.

“We are so excited to finally get Spore into the hands of fans and players,” said executive producer Lucy Bradshaw.

“The Maxis studio has had an absolute blast creating Spore, but the fun is just beginning. The most engaging stories are truly the ones people create themselves, and we can’t wait to see how players not only craft and explore the Spore universe, but hear what stories they have to tell as a result.”

Press release after the link.

EA and Maxis Announce That Spore Has Gone Gold
Thursday August 14, 1:00 pm ET
Long-Anticipated Game from Gaming Luminary, Will Wright, is Complete and in Production; Hits Store Shelves September 7

REDWOOD CITY, Calif.–(BUSINESS WIRE)–The wait is almost over! Electronic Arts Inc. (NASDAQ:ERTS – News) and Maxis today announced that Spore™, the most anticipated video game of the year from the creator of The Sims™, has gone gold and will be available for the Mac and PC at retailers September 5 in Europe and September 7 in North America and Asia Pacific. Spore™ Creatures for Nintendo DS™ and Spore™ Origins for mobile phones will also be available globally September 7.

Players who preorder Spore or Spore Galactic Edition from participating retailers will receive a coupon good for $10 off their next purchase of custom merchandise at www.zazzle.com/sporestore. For the ultimate Spore fan, the limited Galactic Edition will contain the ‘Making of Spore’ DVD, ‘How to Build a Better Being’ DVD (a 50 minute National Geographic Channel documentary DVD hosted by Spore mastermind, Will Wright), ‘The Art of Spore’ hardback book, an exclusive Spore poster, and a premium 100-page Galactic Handbook.

“We are so excited to finally get Spore into the hands of fans and players,” said Lucy Bradshaw, executive producer of Spore at Maxis. “The Maxis studio has had an absolute blast creating Spore, but the fun is just beginning. The most engaging stories are truly the ones people create themselves, and we can’t wait to see how players not only craft and explore the Spore universe, but hear what stories they have to tell as a result.”

Spore gives players their own personal universe in a box, allowing fans to create and evolve life, establish tribes, build civilizations, sculpt entire worlds and explore a universe created by other gamers. Spore gives players a wealth of creative tools to customize nearly every aspect of their universe: creatures, vehicles, buildings, and even spaceships. Players can then seamlessly share their creations with the world via the Sporepedia™ and explore infinite new galaxies created by other gamers*.

For all the latest Spore news, screens, videos community content, and to try out the trial version of the hugely popular Spore Creature Creator, visit www.spore.com.

*Internet connection required.

]]>http://www.vg247.com/2008/08/14/spores-gold-says-ea/feed/1Over 1 million Spore creatures created in one weekhttp://www.vg247.com/2008/06/25/over-1-million-spore-creatures-created-in-one-week/
http://www.vg247.com/2008/06/25/over-1-million-spore-creatures-created-in-one-week/#respondWed, 25 Jun 2008 19:43:54 +0000http://www.videogaming247.com/2008/06/25/over-1-million-spore-creatures-created-in-one-week/Since the Spore Creature Creator was released a week ago, the Sporepedia has been flooded with over 1 million creatures of all shapes and sizes, from dogs to indescribable aliens.

The millionth creature was made by user FlamingChidori, and was named Sapiusgeenus. The creature is a green two-legged creature described as “one of my favourites so far”.

Lucy Bradshaw, the executive producer of Spore at Maxis, had this to say: “Maxis is excited, humbled and inspired by the explosion of creativity that we’ve seen with the Spore Creature Creator online. I’m amazed at the creations I see getting uploaded to the Sporepedia, whether it’s a realistic looking bird or animal, a 10-eyed alien, or something completely bizarre and unexpected like a creature that looks like a motorcycle, it’s clear that people have an innate desire to be creative, and we’re thrilled to help them express themselves.”

You can see the Sapiusgeenus and all the other weird and wonderful creature made by the questionably-minded users of Spore Creature Creator and view info about the game at Spore.com.

As a final note, we’d like to point out that penis-monsters are neither funny nor mature, so you should never, ever make them. Ever. You bunch of perverts.

]]>http://www.vg247.com/2008/06/25/over-1-million-spore-creatures-created-in-one-week/feed/0More than 250,000 Spore creatures created in one dayhttp://www.vg247.com/2008/06/19/more-than-250000-spore-creatures-created-in-one-day/
http://www.vg247.com/2008/06/19/more-than-250000-spore-creatures-created-in-one-day/#respondThu, 19 Jun 2008 06:00:58 +0000http://www.videogaming247.com/2008/06/19/more-than-250000-spore-creatures-created-in-one-day/EA’s announced that more than 250,000 Spore creatures have been created and shared in a single day, following the release of the aptly named Spore Creature Creator.

“The response to the Spore Creature Creator has been overwhelming,” said executive producer Lucy Bradshaw. “The creativity and passion that the community is putting into their creatures is spectacular. The development team has spent the last 24 hours checking out the amazing creations racing in from all corners of the globe – with peak volume hitting more than 1,000 creatures being shared a minute.”

Haven’t tried it yet? Neither have we. The Creature Creator demo’s free. Download it and make a 3D representation of a penis bumming itself. It’s de rigueur.